using System;
using System.Collections.Generic;
using ns26;
using ns27;

namespace Triton.Game.Mapping
{
	[Attribute38("TGTArcheryTarget")]
	public class TGTArcheryTarget : MonoBehaviour
	{
		public int m_BullseyePercent => method_2<int>("m_BullseyePercent");

		public int m_TargetDummyPercent => method_2<int>("m_TargetDummyPercent");

		public float m_MaxRandomOffset => method_2<float>("m_MaxRandomOffset");

		public int m_Levelup => method_2<int>("m_Levelup");

		public GameObject m_Collider01 => method_3<GameObject>("m_Collider01");

		public GameObject m_TargetPhysics => method_3<GameObject>("m_TargetPhysics");

		public GameObject m_TargetRoot => method_3<GameObject>("m_TargetRoot");

		public GameObject m_Arrow => method_3<GameObject>("m_Arrow");

		public GameObject m_SplitArrow => method_3<GameObject>("m_SplitArrow");

		public float m_HitIntensity => method_2<float>("m_HitIntensity");

		public int m_MaxArrows => method_2<int>("m_MaxArrows");

		public List<TGTArrow> m_TargetDummyArrows => method_3<Class271<TGTArrow>>("m_TargetDummyArrows")?.method_25();

		public GameObject m_ArrowBone01 => method_3<GameObject>("m_ArrowBone01");

		public GameObject m_ArrowBone02 => method_3<GameObject>("m_ArrowBone02");

		public BoxCollider m_BoxCollider01 => method_3<BoxCollider>("m_BoxCollider01");

		public BoxCollider m_BoxCollider02 => method_3<BoxCollider>("m_BoxCollider02");

		public BoxCollider m_BoxColliderBullseye => method_3<BoxCollider>("m_BoxColliderBullseye");

		public Transform m_CenterBone => method_3<Transform>("m_CenterBone");

		public Transform m_OuterRadiusBone => method_3<Transform>("m_OuterRadiusBone");

		public Transform m_BullseyeCenterBone => method_3<Transform>("m_BullseyeCenterBone");

		public Transform m_BullseyeRadiusBone => method_3<Transform>("m_BullseyeRadiusBone");

		public string m_HitTargetSoundPrefab => method_4("m_HitTargetSoundPrefab");

		public string m_HitBullseyeSoundPrefab => method_4("m_HitBullseyeSoundPrefab");

		public string m_HitTargetDummySoundPrefab => method_4("m_HitTargetDummySoundPrefab");

		public string m_SplitArrowSoundPrefab => method_4("m_SplitArrowSoundPrefab");

		public string m_RemoveArrowSoundPrefab => method_4("m_RemoveArrowSoundPrefab");

		public List<GameObject> m_arrows => method_3<Class251<GameObject>>("m_arrows")?.method_25();

		public int m_lastArrow => method_2<int>("m_lastArrow");

		public float m_targetRadius => method_2<float>("m_targetRadius");

		public float m_bullseyeRadius => method_2<float>("m_bullseyeRadius");

		public int m_ArrowCount => method_2<int>("m_ArrowCount");

		public List<int> m_AvailableTargetDummyArrows => method_3<Class270<int>>("m_AvailableTargetDummyArrows")?.method_25();

		public GameObject m_lastBullseyeArrow => method_3<GameObject>("m_lastBullseyeArrow");

		public bool m_lastArrowWasBullseye => method_2<bool>("m_lastArrowWasBullseye");

		public bool m_clearingArrows => method_2<bool>("m_clearingArrows");

		public float m_lastClickTime => method_2<float>("m_lastClickTime");

		public TGTArcheryTarget(IntPtr address, string className)
			: base(address, className)
		{
		}

		public TGTArcheryTarget(IntPtr address)
			: this(address, "TGTArcheryTarget")
		{
		}

		public void Start()
		{
			method_8("Start");
		}

		public void Update()
		{
			method_8("Update");
		}

		public void HandleHits()
		{
			method_8("HandleHits");
		}

		public void HnadleFireArrow()
		{
			method_8("HnadleFireArrow");
		}

		public void FireArrow(TGTArrow arrow, Vector3 hitPosition, bool bullseye)
		{
			method_8("FireArrow", arrow, hitPosition, bullseye);
		}

		public void HitTargetDummy()
		{
			method_8("HitTargetDummy");
		}

		public void ImpactTarget()
		{
			method_8("ImpactTarget");
		}

		public void PlaySound(string soundPrefab)
		{
			method_8("PlaySound", soundPrefab);
		}

		public bool IsOver(GameObject go)
		{
			return method_11<bool>("IsOver", new object[1] { go });
		}
	}
}
